I’ve been working on a custom C++ GDExtension build of the 3D Tiles for Godot plugin and looking for suggestions to further optimise performance and reduce resource usage during runtime.
Most of the existing features (tile loading, mesh generation, raster overlays, etc.) work well, but as the scene complexity increases, performance drops noticeably when large numbers of tiles or buildings are visible simultaneously.
I am yet to start with optimisations on the C++ side and I’d appreciate input from anyone who has worked on similar optimisations:
Which areas of the Godot rendering pipeline or the 3D Tiles implementation are most worth profiling for performance bottlenecks?
Are there existing patterns or hooks in the current plugin codebase where geometry or texture optimisation can be most effectively integrated?
Has anyone experimented with conditional mesh or material simplification in GDExtensions, or any best practices for dynamic LOD switching?
Any recommendations for profiling tools, engine flags, or rendering settings that significantly improve tile streaming and scene loading performance?
This would also help others facing similar challenges, Thanks in advance for your insights and suggestions.